After playing System shock II, I found the game missed something deeper. Thus is grabbed a piece of paper and drafted The first iteration of Point Zero.
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To Be Experimental - I took a vessel lost in space, an mad AI and a character in the middle. Point Zero perpetuated beyond System shock's story line, as I grew attached to its vast possibilities and thus I created a principle that's a fascinating game.
To Be Story-driven - Technology and philosophy drive the plot with serious topics, such as: AI, an existential threat, agency over body-and-mind and it adjoins with a sickening body-horror I named—Symbiosis.
To Be Nightmarish - A running dream, unable to gain the distance between the darkness that follows, you run, but you cannot hide—it's Point Zero?
A dungeon crawler with an unique combat system and story. D100 Dungeon inspired some, but I decided parting with it and fully designing Point Zero in my way.
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To Be Explore - While lulled into the madness of this world, you'll explore increasingly more difficult pre-made decks.
To Be Dynamic - Exploration sheets change overtime the higher you reach, thus altering the game's outcome at every turn.
To Be Tactical - Position, weapon-type and tactics may win combat, yet not every fight needs to be fought.
To Be Crafting - Scrap and produce any item in the game grand the player the advantage
To Be Symbiotic - Symbiosis redefines the meaning of a nightmare.
After playing System shock II, I found the game missed something deeper. Thus is grabbed a piece of paper and drafted The first iteration of Point Zero.
♦
To Be Experimental - I took a vessel lost in space, an mad AI and a character in the middle. Point Zero perpetuated beyond System shock's story line, as I grew attached to its vast possibilities and thus I created a principle that's a fascinating game.
To Be Story-driven - Technology and philosophy drive the plot with serious topics, such as: AI, an existential threat, agency over body-and-mind and it adjoins with a sickening body-horror I named—Symbiosis.
To Be Nightmarish - A running dream, unable to gain the distance between the darkness that follows, you run, but you cannot hide—it's Point Zero?
Since 2022 I worked on Point Zero's gameplay and crafted a love for narrative writing. Which even got me into writing a story that fits the game's atmosphere.
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To Be Inspired - I thank the designer of System Shock II for Point Zero's inspiration as it's a difficult genre with fascinating cyberpunk components.
To Be Writing - A technical manual writer write telling, yet with Point Zero discover show, understood pacing, narrative structure, character development, world building and understood narrative on a different level.
To Be Philosophical - Combine AI, technology, psychology with an emotional deep and thrilling story does come at a cost. This game is rather heavy for me, but still it pays of.
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